[project1dev] Re: Next up for coding

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 20 Apr 2009 23:32:49 +0000

It was bizarre... Boone was in love with her, she dumped her fiance for him, 
then he never did anything about it so she gave up and moved on -- I still 
don't get it :P
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>

Date: Mon, 20 Apr 2009 15:15:11 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Next up for coding


wow ouch :P

On Mon, Apr 20, 2009 at 1:54 PM, <figarus@xxxxxxxxx> wrote:

> I wonder if boone's "god" also made him too much of a puss to kiss melissa
> even thoguh she dumped her fiance for him... Ah sorry lol
>
> Sent via BlackBerry from T-Mobile
>
> ------------------------------
> *From*: "Chris Sherman"
> *Date*: Mon, 20 Apr 2009 20:35:30 +0000
>
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: Next up for coding
>
>  Lol, jesus hooks some people up with the most BA things, not me though :)
>
>
> Sent from my BlackBerry
>
> ------------------------------
> *From*: eric drewes
> *Date*: Mon, 20 Apr 2009 16:19:26 -0400
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: Next up for coding
>
> if someone tells me we have to stop talking about the game because we need
> to get pointless print material done, im gonna scream.
>
> also, if anyone wants to get punched in the face, you should mention to
> chris that you recently got a job as spiderman at the mall because of JESUS
>
> On Mon, Apr 20, 2009 at 4:14 PM, Chris Sherman 
> <cshermandesign@xxxxxxxxx>wrote:
>
>> Thanks! Its good to be on a team with some amazing goals, eric and I have
>> suffered through some bad teams b4 :p
>>
>> Sent from my BlackBerry
>>
>> ------------------------------
>> *From*: Alan Wolfe
>> *Date*: Mon, 20 Apr 2009 11:09:48 -0700
>>
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: Next up for coding
>>   btw really glad to have you aboard Chris, you sound like a really
>> knowledgable guy and i look forward to workin with you on this project (:
>> On Mon, Apr 20, 2009 at 11:08 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>
>>> we havent really stress tested it too much but like they say "premature
>>> optomizations are the root of all evil" so everything so far has been
>>> functionality first, then optomize when it becomes needed.
>>>
>>> So, dont get discouraged if something runs slowly, when that happens
>>> it'll become the low hanging fruit and we can optomize (:
>>>
>>> I dont think we are going to be pushing the envelope graphically and try
>>> to make things better than anyone else has ever done before (and we don't
>>> want minspecs to be too gnarly), but we do want things to be pretty so we'll
>>> have to find the balance in there somewhere :P
>>>
>>> That kind of depends though on what Eric thinks the art style should look
>>> like, and what kind of tech will be involved in getting there too so shrug.
>>>
>>>
>>> On Mon, Apr 20, 2009 at 10:45 AM, Chris Sherman <
>>> cshermandesign@xxxxxxxxx> wrote:
>>>
>>>> Before we start modeling, is their a poly limit we should be aware of?
>>>> What can this beast handle is my question :p
>>>>
>>>> Sent from my BlackBerry
>>>>
>>>> ------------------------------
>>>> *From*: Alan Wolfe
>>>> *Date*: Mon, 20 Apr 2009 10:03:13 -0700
>>>> *To*: <project1dev@xxxxxxxxxxxxx>
>>>> *Subject*: [project1dev] Re: Next up for coding
>>>>
>>>>   Here's the art that we need....
>>>>
>>>> #1 - better floors and walls for the cave (Wurmz is working on this
>>>> right now)
>>>> #2 - props for the cave (mining picks, rail cars, piles of rubble, that
>>>> kind of stuff)
>>>> #3 - lighting pass for the cave
>>>> #4 - animation for miners walking around
>>>> #5 - animation for miners mining the walls
>>>> #6 - animation for boss monster
>>>> #7 - combat animation for miners in combat (just an idle animation)
>>>> #8 - combat animation for boss monster (just an idle animation)
>>>> #9 - A walking animation for the player?  Unless we want to put that off
>>>> for now and the player stays the wooden ball for this milestone.
>>>>
>>>> I think thats it.
>>>>
>>>> Yeah we should talk about the next couple milestones soon (:
>>>>
>>>> On Mon, Apr 20, 2009 at 9:22 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>>
>>>>> sounds good alan...
>>>>>
>>>>> hey, artwise, we should compile a list of models/animations that need
>>>>> to be done to give direction to me/whoever else - what needs attention?
>>>>> hopefully Chris and I or maybe Katie (if shes still "in") can get that 
>>>>> stuff
>>>>> knocked out by the time you get your stuff done and we can wrap up the
>>>>> milestone by the end of the week....
>>>>>
>>>>> just a thought :)
>>>>>
>>>>> also... for next stuff... i was thinking we could start storyboard the
>>>>> intro/character creation scenarios, then i would have something to draw
>>>>> specifically out concept wise and we could start building
>>>>> maps/scripts/models for that and you would have something as a leap off
>>>>> point if thats what we decided the next step would be.
>>>>>
>>>>>   On Mon, Apr 20, 2009 at 11:47 AM, Alan Wolfe 
>>>>> <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> I'm trying to figure out what's next up for coding for this milestone.
>>>>>>
>>>>>> It kinda seems like most everything is done codeside.
>>>>>>
>>>>>> All i can think of is a way to make the screen shake for the cave in
>>>>>> after the boss fight.
>>>>>>
>>>>>> That and maybe getting sound and music working, or coding in particle
>>>>>> systems to do dust clouds / dust particles for the cave in, or for 
>>>>>> putting
>>>>>> off embers from fires if we have any fires in the cave or torches on the
>>>>>> wall for lighting
>>>>>>
>>>>>> Am i forgetting anything?
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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